/Engine/Plugins/Experimental/ScriptableToolsFramework/Source/ScriptableToolsFramework/Public/ScriptableInteractiveTool.h
Set an existing Gizmo visible/hidden based on its name Identifier
[UFUNCTION](Programming/UnrealArchitecture/Reference/Functions)(BlueprintCallable, Category="ScriptableTool|Gizmos", Meta=(Identifier="Gizmo1")) void SetGizmoVisible ( [FString](API\Runtime\Core\Containers\FString) Identifier, bool bVisible )